/Engine/Source/Runtime/Engine/Public/UnrealEngine.h
Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. read by rendering thread[s], written by main thread, uses FlushRenderingCommands() to avoid conflict
struct FCachedSystemScalabilityCVars
bool
bInitialized
int32
CookOutUnusedDetailModeComponents
int32
DetailMode
int32
FieldOfViewAffectsHLOD
float
FieldOfViewMaxAngle
float
FieldOfViewMaxAngleScale
float
FieldOfViewMinAngle
Scaling view distance with active camera field of view.
float
FieldOfViewMinAngleScale
EMaterialQualit...
MaterialQualityLevel
int32
MaxAnisotropy
This isn't public as it's only used to detect the change. Use ComputeAnisotropyRT()
int32
MaxCSMShadowResolution
int32
MaxShadowResolution
float
SkeletalMeshOverlayDistanceScale
float
StaticMeshLODDistanceScale
float
ViewDistanceScale
float
ViewDistanceScaleSquared